<?php
/**
 * <https://y.st./>
 * Copyright © 2015 Alex Yst <mailto:copyright@y.st>
 * 
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this program. If not, see <https://www.gnu.org./licenses/>.
**/

$xhtml = array(
	'<{title}>' => 'Moving the spawn point in Minetyst',
	'<{body}>' => <<<END
<p>
	I pestered Cricket Support again today, but the representative I spoke with still had no information on why my order was canceled.
	The only thing she could tell me was that the website has &quot;limitations&quot;.
	I&apos;ve decided that I&apos;m going to pester Cricket support every day that I have time.
	They are going to figure out why they canceled my order or they are going to get tired of hearing from me.
</p>
<p>
	I started building a dynamic spawn point module for Minetyst that mimics the default spawn code in the engine, but allow me to move the epicenter of the random spawning locations.
	I thought it would be easy at first, but it seems the spawn code in the engine doesn&apos;t strictly rely on the state the map is in.
	Rather, it finds the ground level as it had been at map generation time.
	The only way I will be able to properly mimic the functionality of the default spawning mechanism is to decipher and port the C++ code to run it in Lua.
	The C++ code isn&apos;t obfuscated or anything, but I don&apos;t understand how most of the engine works, and I don&apos;t know how perlin noise works at all.
</p>
<p>
	My <a href="/a/canary.txt">canary</a> still sings the tune of freedom and transparency.
</p>
END
);
